Anti Aliasing Issue with Wireframe modifier
I don't think you have a chance to affect this &quot;blocky&quot; bloom. It's seems to be a price of eevee to be real-time. What can you see are bloom &quot;samples&quot; and there doesn't exist a way to increase this resolution (from what I know).
In general I would say it wasn't designed for such a strong effect. The same as for antialiasing - the issue is raising more clearly on lines with low angle where stepping is easier to see.

What I tried ... there isn't relationship with another parametr (like scene volumetric, sampling or what ever) that can increase stepping ... the only one panel that can affect the result is Bloom itself.
So try to tweak values there ... probably you can find some setup with better result.
And ... I don't think Motion blur can fix that ... in some situation it can reduce appearance thanks to blur direction, but make it worse in other situations.

Some kind of hack ... you can try Volume object with Mesh to Volume modifier + Bloom. The idea is to use volumetric where you can easily increase steps into very smooth result, and bloom use just as last soft touch to get glowing without high values.
Add Volume object and add Mesh to Volume modifier as source choose your tetrahedron. Decrease Exterior Band Width to 0.02 and switch to Voxel Size and decrease value to 0.01.
Volume object only ...

Material - Principled Volume shader with increased Emission Strength to 2

Volume object + original tetrahedron object + Bloom

Render Properties &gt; Sampling - increase value to something like 256
... or all this is illusion and I was wrong :)